refactor: item set passive abilities come from the CDClient and item scripts

The server hardcoded each item set's passives by set ID. They now come from data:

- On-kill bonuses (Paradox imagination, Sentinel armor repair, Bat Lord heal) are the
  set's DarkInspiration skills in ItemSetSkills. The client turns those into a status
  effect that casts the behavior's action when the wearer kills something of a faction
  in faction_list; the server now runs the same behavior on the smashed enemy, so the
  amounts, faction check and extra effects (e.g. rank 3 Sorcerer team imagination) follow
  the data. A behavior repeated in a higher tier does not stack.
- Low imagination / low armor skills are what the live equipmenttriggers item scripts
  do. Items link to those scripts through their ScriptComponent; the script vars (skill,
  items required, set, cooldown) only exist in the scripts, so they are mirrored in a
  small table keyed by script name. The Sentinel scripts have no cooldown (was 11s).
- Knockback immunity while quickbuilding comes from the Immunity behavior's
  immune_quickbuild_interrupts (the 5 item Assembly rank 2/3 set skill) instead of a
  set ID list; ImmunityBehavior now pops its immunities when an equip skill is uncast.

Removes eItemSetPassiveAbilityID and InventoryComponent::HasAnyPassive (unused now).

Refs #691

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 04:18:51 -05:00
parent 347a0a7286
commit e44eaf1862
13 changed files with 494 additions and 353 deletions

View File

@@ -18,8 +18,6 @@ ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
this->m_ID = id;
this->m_InventoryComponent = inventoryComponent;
this->m_PassiveAbilities = ItemSetPassiveAbility::FindAbilities(id, m_InventoryComponent->GetParent(), this);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT skillSetWith2, skillSetWith3, skillSetWith4, skillSetWith5, skillSetWith6, itemIDs FROM ItemSets WHERE setID = ?;");
query.bind(1, static_cast<int>(id));
@@ -44,7 +42,7 @@ ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
auto skillResult = skillQuery.execQuery();
if (skillResult.eof()) {
return;
continue;
}
while (!skillResult.eof()) {
@@ -96,6 +94,8 @@ ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
if (validToken) m_Items.push_back(validToken.value());
}
m_PassiveAbilities = ItemSetPassiveAbility::FindAbilities(id, m_Items, { m_SkillsWith2, m_SkillsWith3, m_SkillsWith4, m_SkillsWith5, m_SkillsWith6 }, m_InventoryComponent->GetParent(), this);
m_Equipped = {};
for (const auto item : m_Items) {